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thronebreaker my enemy's enemy consequences

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Use that charge to summon an Arbalest into the melee row and attack the Deranged Cow for 8 HP damage. Grab some loot from nearby. Continue northeast to the quest marker for a scene which will result in unavoidable loss of morale. Before you can attack Vreemde, however, you'll need to eliminate the Elite unit that gives him immunity. Disgraced Warrior (Human)The order ability is to force an enemy unit to duel him. Even though you could pass and win the round, the game forces you to play Count Caldwell. Although eliminating the Leshen is an optional objective, its 700 HP means that you will struggle to win the battle without doing so. You can choose to drive the Nifgaardians out of Willowhain for a battle. There's a main quest battle coming up shortly so you may want to avail yourself of the nearby shrine if you haven't done so already. This is not required for the story, but does win you favour with the dwarves later. His daughter, Eudora, will ask you to help her by finding a document in the Mahakaman Archives and in return, she will persuade her father to lend you his support. Pay her 75G to receive a card fragment. In the Mess Tent, you can have a chat with Reynard Odo. Place a Slinger in your ranged row and select the three Scythemen. Use your ability on the red stone on the melee row. Play the Skulls to pair up with the Forager. If your army is low on morale, talk to Gabor and spend 200G on improving it. There will be a puzzle battle here if your relations with the Skelligans are not good. Place another Arbalest next to the previous one, doing 2 more HP damage, leaving the Alghoul with 11 HP. After emerging victorious, you will receive the Lord of the Moulderwood trophy. Respond in the first instance as you please (I was tempted to have the man flogged, I must say). Lyrian Merlot (Trinket)Boosts the lowest ally by the power of the highest ally. They are arguing over the height of two peaks, each one in a different clan's territory. Continue east for your first puzzle battle. Use a Fortitude Tonic on Gascon and end your turn. Read the new reports in the Royal Tent and converse with your lieutenants in the Mess Tent. This is primarily a points scoring contest so stack your deck accordingly. There will also be new reports to read. As ever, the way to deal with them is to destroy enemies (or, perhaps, deploy spies between them). You can pay 50 gold to improve your army's morale which is not a bad trade, particularly if you've just made two morale reducing decisions. Continue north and east for another battle. After a few enemies have been eliminated Arnjolf can do huge damage to the creature every turn. You can choose to recover the possessions of drowned villagers to receive 100G and 500 wood at a cost of 8 recruits. You will receive the Perfectly Harmless trophy for defeating her. The Troll will throw a snowball at your melee row and everyone will end up in the ranged row. You may want to use the Scepter of Storms trophy rather than the other two. Afterwards, Gabor will come to you and announce his intention to remain with your army. Continue south to find a wood pile and some bodies lying on the ground. Place the second Arbalest next to the other one and attack another Spotter, doing 3 HP damage. Collect any nearby loot before crossing the bridge. The damage done is rather low for what is a fairly expensive unit. Head northeast and when the path splits take the fork leading northwest. Otherwise this is just a bump in the road. Use a Royal Decree and play one Arbalest on your melee row and one on your ranged row. I use the Fake Floren trinket to take the Swordmaster out ASAP which defangs the archers somewhat. This is a point of no return so deploy scouts to check that there are no resources this side of the castle gates that you haven't collected. Speak to the townsfolk afterwards. Go north past the field where you fought the Deranged Cow until you come across the bride and her captors. The guide was invaluable in my completion of the game. Gheso Arbalest is a card in Thronebreaker: The Witcher Tales. Be aware that you will lose Gabor if you do so. Unlock the next fast travel point and go northeast. Gabor, Decoy and the Flail can destroy the gates which means that you don't need to destroy palisades with the catapult. Grab the bit of loot here and unlock the fast travel point. The enemy will do 2 HP damage to Meve. The game forces you to use Meve's Longsword ability on the Scytheman. This is battle is very much optional. You will learn that Typhus has broken out among your troops. You can bring this battle to a successful conclusion by destroying Nauzicaa Brigade units. The targeted unit is removed from the enemy's side of the board bypassing the graveyard. You'll also find a letter near the hut. They're not essential but do have a good synergy with the War Wagon +. You don't really have a way of dealing with them yet so you'll just have to take the hit. After the battle you can read one notice board for local information and retrieve a letter from the other. Pray at the shrine even if your morale is currently green. You will also gain a bunch of cards in your hand. Now we both know it's a trap, but pretend that Meve doesn't and accept Falbeson's offer. Examine the point of interest and pay 2 recruits and 75 wood to recover the card fragment. This card is incredibly useful if there's an enemy card that you want to eliminate right now. Both Spotters on your melee row will move to the enemy melee row. After victory, Gascon will agree to help you recover your throne. After that, it's just a matter of outscoring the Niflgaardians. After three turns, Gascon will turn up with reinforcements for you. You have an optional goal of destroying the monster nest. This will set the power of the three enemy units to 3 (11 / 3, rounded down). If you made your own sacrifice you will lose resources. Damages any unit that subsequently appears in the row by 2 as well. Potato-Soldier. You can choose to avoid conflict but if you want a platinum trophy, you need to give the order to attack. Your enemy will play lots of Lyrian Scythemen and has an ability that triggers their loyal ability twice. The path now turns southeast. Meve will move one row up. Talking to the dwarves here will result in a morale boost so you may want to hold off if your morale is currently green. After the battle, you will meet Isbel of Tretogor, a sorceress. You're battling monsters, so you want Eyck in your hand. Still not as good as the Lyrian Horn and you got that back in chapter 1! The enemy doesn't play any tricky cards so this battle should be quite simple, particularly if you're using the Flail. If the row is on fire, damage all units on the row by 5. Force your men to clear it and take the hit to your army's morale. These are pretty much the same units that you faced in chapter 2. Read the notice board to pick out points of interest and gather loot, not forgetting one to the top left of the burning village. This is the key to winning the battle. Otherwise you will have to fight a puzzle battle using whichever lieutenant you chose for the task. Take the western path first and approach the Leshen for a battle. This can double their effectiveness and is not a bad ability at all. This is the location indicated by one of your treasure maps so look for the dig point to reveal the golden chest (3/6). After the battle, you will figure out where all the dwarven enemy units came from - they were the missing dwarves. It goes down by 1 every time you play a unit from your deck, but not when you summon. Even better, it can prevent the enemy from deploying one of its units since it occupies a space. You can get most of what you need in the first round by placing Pit Traps on both enemy rows. If reinforcements do arrive before the enemy passes, you've probably lost. Order the Troll to let the Rivian Pikeman pass. Choose to knock at the gate and you'll meet Gerwin himself. Arm Meve with the Spear. Interact with the recruitment post (marked by a blue banner) to pick up 7 recruits. Examine the ruined building. For the moment, choose the latter option. Continue south for a brief scene At this point, you will complete the tutorial, unlocking the I'll Show Them trophy. The wings move allied units between the two rows. A Nilfgaardian force will attack Meve 's troops and the battle Trapped will begin. Note that you are unable to play a given trinket a third time even if you have two Blacksmith units in your hand. There's also some loot to be grabbed nearby. It is obtainable as a reward for My Enemy's Enemy quest. Knickers (Beast)Knickers has the immune and resilient attributes, meaning that enemies cannot target him directly and that he stays on the field after a round is completed. The enemy commander can draw additional cards when he's losing so make use of your own deck to flood your side of the board with allied units. This ability works well with Regiment Drummer units since it enables you to choose which card they summon. By turning in Gabor Zigrin, I was still able to get 5x of all of the Dwarven units at the end of the chapter. There is an enemy boss, the Glustyworp whom you may want to target. Continue west and you'll come to a farmstead. If you choose to intervene you will have to fight a puzzle battle. Return to the fast travel point. Walkthrough Summary. The randomness means that you might end up playing cards that are useless to you but this is still pretty decent. You will see another village to the south. Continue north relatively undisturbed for a while. As you approach a wooden bridge, Meve will wonder whether you've been that way before. You'll find a letter among the after-battle spoils. Beyond this fight is a mine entrance with a dwarf hiding inside. Depending on your actions in the previous chapter, Rayla may leave your forces. Here's a solution. Approach the gates for a battle. You can choose to drive them out, but you will lose Isbel if you do. Place a Scytheman in your ranged row. You can retrieve a letter from an obelisk as you cross. Your goal is to arrange the stones on the far side of the board such that they are a mirror image of the stones on your side. The Nilfgaardian Braveheart will power up when units are destroyed so you'll probably want to take him out with Gabor. Leave the fort through the southeast exit. Grab the loot nearby and go south collecting more resources. Two down. You can talk to the woman standing outside her ruined house but there isn't anything you can do for her. This is a standard battle. Sounds good. You can use Foragers to destroy them, capture them with the Decoy card or use the Fake Floren and have an enemy unit duel them to death. Examine the wagon for a letter. Go through the gates and make your way through the allied camp to Demavend's tent for the final scenes of the game. Not so sure. Every three turns, the tail destroys the leftmost enemy on the melee row. Therefore, it is the smarter tactic to use Lyrian Scythemen whose strength can be easily boosted. After the battle, you will find Xavier Lemmens in the remains of the city. Use a second Volunteer on the Spotter at B1 and move Reynard up to B1. In addition, when choosing the right cards, you have to pay attention to the army limit. Return to the main path and pick up the nearby loot. As the game progresses, the tent will fill with more characters to talk to. Retrieve a letter from another obelisk and gather some nearby loot. Otherwise, you will have to decide whether to abandon the soldier, which will cost you morale, or take him with you which will allow sickness to spread through your forces and cost you recruits. After the scenes, You will be introduced to Gabor Zigrin who will join your forces and act as a guide. Your goal is a simple one: eliminate Keltullis. Talk to the old man three times for some gold. From here, head south until you come to the wooden bridge leading to Crumhorne. There's no way to give you a step-by-step because it's random. Select both the Forager and Slinger from your graveyard. Eldain will request to be buried decently, This is the third of the decisions that determine whether Rayla stays in your army. Use Scorch to eliminate the two Warmongers. Continue south across the bridges to the next area. Lyrian Hajduk + (Human)Gains 1 power and can give a charge to units on both sides. Keeping them in place will give Gabor a further boost to his abilities. Cross the bridge to find a shrine and continue northeast to find a fast travel point and a bit of loot. Afterwards, answer Gascon as you wish. After the battle, talk to the man in purple four times to have him join your cause. You have two goals: destroy three wagons, which have 1HP and 9 armour, and achieve numeric superiority on the field. The enemy will keep throwing cards at you. Examine the point of interest. You can choose to dismiss one, the other or both. Your goal here is to eliminate 4 Niflgaardian Spotters before they escape. You will only receive the latter if you had the envoy killed in chapter 1. Meve is armed with her Longsword which allows you to boost your units. The other options give you recruits that you don't really need and pressing townsmen into service will reduce your army's morale into the bargain. and follow it with "I shall help you" and "I insist". You'll have a new report to read afterwards as well. This will take rather a long time to exceed the damage output of the Flail or even the Rivian Broadsword. Go south to find another abandoned village. Go back the way you came and cross the bridge leading east. Your enemy will use row effects so Lyrian Pathfinders are useful. Gather the after-battle spoils and continue south. Grab the loot just to the north of the village and use the nearby shrine to restore your army's morale. Play 5 or more characters in one battle. You will lose Count Caldwell at this point and gain the Fake Floren trinket. If they do summon a blitz unit, they will summon another unit as well. Note that there is a shrine a short distance ahead, so doing nothing is a valid option here. Careful: do not use Becker's Dark Mirror when there's a Phantasm on the board! Walkthrough TBA Categories Community content is available under CC-BY-SA unless otherwise noted. Continue southeast across the stone bridge. Ignore her and go in. Mardroeme: Bear (Trinket)Turns a damaged unit into a bear with 22 power. Hug the southern edge as you continue east until you come to some ruins. This time, go northeast and keep going northeast. Your goal is to move Gascon to the bottom-right corner of the battlefield. This is a standard battle and is very much optional. Return to the eastern gate to the city and read the nearby notice board. Examine the quest marker at the end of the path for a scene and the final battle of the chapter. Continue into the town of Harmelen. Depending on the capabilities of the enemy this unit is either devastating or useless. Gabor Zigrin ++ (Dwarf)When deployed he now does 20 damage to the target which should be sufficient to kill most units outright. You both have 30 HP. Boost units that it moves next to by 3. The game now forces you to select your Command Tent and create a Wagenburg unit to fill out your army roster. You will come to a large structure called Gerwin's Fort. That can really mount up. The enemy uses lots of units that damage yours so you want Eyck and/or Isbel in your deck to deliver knockout blows. Your goal is to eliminate the Slave Drivers without allowing any of your units to die. Go south to find another two. When you come to a fork in the road, go north. Return the way you cam and continue northeast. When you're done, make your way through the gates to the Lyrian capital. Return to the main path and cross the bridge. You will win the battle if he manages to get next to the exit. All the tricks you have at your disposal should still mean an easy victory, however. Adjust your army for the final assault. Interact with the nearby hut to find a Strays of Spalla bandit who offers you a treasure map at the cost of losing morale. Afterwards, you will find that the enemy wagons contain nothing but scrap. The game will force you to use the Fortitude Tonic even though you can win by passing. You may also want to use the Lyrian Banner trophy so that Meve can use her command ability more often. Play the Rivian Sapper and destroy your two Light Infantry. Regardless, you will win the round and the match. The enemy will play Falbeson's Guard units. After victory Black Rayla will join your forces. Manticore TrophyDamages enemy units by 1 or 2 when they appear on the battlefield. After 3 turns, destroy that unit. The Slinger will be destroyed and your Onagers will each get one charge which you should use to destroy the 6 HP Drone. Use Alzur's Thunder. Place the Lyrian Scytheman in, say, the melee row and use Meve's Longsword ability on him. When you reach the end of the path, the game will give a summary of stats for this chapter. Your goal is to destroy Garth Rockstew. You are back in Aedirn. Use the recruiting post and grab the resources from near where the soldier is standing. If Rayla is not in your army, you will be given a decent chunk of gold and the rogue dwarves will be sentenced to hard labour. The board is is divided into alleys and Spotters. Back outside the town, go into the field just to the southeast. Walkthrough Travel to an area northeast of Rastburg Castle where this quest will start. Leave the ruins to the north and rejoin the main path leading southwest. Continue northeast for a scene of the local peasants enacting a rather grisly ritual. Give the lovers leave to flee: gain morale. The problem is that ideally the most powerful unit should be on your side of the board making this trinket somewhat situational. Not only is this a really good ability, but the trophy also powers up Eyck. Return to the fast travel point and follow the path east to the quest marker. Return to the fast travel point and cross the bridge to the southeast. You will want to pack your deck with Strays Cavalry and use the Lyrian Banner trophy so that Meve can use her Flail ability more often. After a couple of turns it will move onto the trap card. Damage the Hym by 4 HP and your Scytheman by 4 HP. The commander will spam Slave Infantry which can pull other infantry in from the graveyard. You can end this quickly simply by destroying Falbeson's Guard units to accelerate the countdown. After 3 turns switch the marked unit's strength with this one. Note how the Grey Riders follow them around. I can't find anything after this point that gives me 5000 gold from Murko, is it a mistake? These cards damage a selected enemy by the number of cards already in the allied row + 1. Look between two wheat sheaves and dig up the golden chest (2/10). Both cards will return to your hand. Every four turns the enemy commander can destroy the lowest powered unit(s) and damage another of your units by the power of the unit destroyed. Thronebreaker: The Witcher Tales Review - Nintendo Life Following the subsequent scenes, you will acquire the Reinforcements trinket along with the Revenge Is Best Served Cold trophy. Count Caldwell's ability to summon two units (i.e. It will be reduced to 8 HP and moved to the melee row. Her unit cost is extremely high, however, which means that you may need to rearrange your army and/or take another Soldiers Quarters upgrade to accommodate her and I'm not 100% sure she's worth the cost. Continue northeast across the wooden bridge. You can then use an Alchemist to duplicate that power to another unit. A third Archespore will commit suicide. Return to the main channel and continue south. You'll find a rather satisfying letter among the after-battle spoils. Agree to pursue the abductors. Continue east and collect a bit of loot on the map as you leave the town. I eliminated the assassin by moving the banner to the melee row, deploying an Arbalest there and then using the Rivian Broadsword power. You can choose to observe the spies or not - it doesn't seem to make a lot of difference. A priestess will warn you away from the cemetery gates here. When you get to the northeast corner you'll have a choice as to whether or not to do battle. Can be used to take advantage of powerful enemy units. A battle awaits you here so you may as well get it out of the way. Use the Manticore Trophy, Pit Traps and Slingers as well. Basically, this is 2 points of damage every turn. Grab a bit of loot as you follow the winding path. Agree to help and Gascon will secure the document. You will receive 250G or a boost to your morale. This means that you cannot possibly win the round so you need to pass. Afterwards, you get to decide the envoy's fate. In truth, Thronebreaker is actually a cross between a political intrigue simulator and an army management system. After the Hym's turn, it will have 15 HP and your units will have 14 and 6. Continue along the past the shrine. Continue west until you come to a fork. Play an Epidemic card, destroying the Barghests and three of your units. You can either buy a treasure map for 50G or take it off him, lowering army morale in the process. Talk to the man with the '?' Talk to Demavend and reply how you like when given the choice. Your goal is to gain 7 charges on your Old Catapault so that you can break down a dam to drown the monsters infesting the area. The other eight reveal Grey Rider units which boost the other units that the enemy commander lays down every turn. Every limb destroyed will damage the head by 6. On the second round of a standard match, however, it could win you the battle. If you follow the path east, you'll come across a spiked pit blocking your way. You'll be able to see a golden chest but can't access it from here. Note: since Rayla may not be in your army, her absence is assumed in any strategy tips. This is an excellent command ability and I suggest you equip it right away. Afterwards, you can choose to keep your word or have them killed.

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